![]() ![]() They can then walk out of the sickening radiance, although they'll still have faced at least one round of sickening radiance (depending on their speed). If the BBEG is high enough level to have disintegrate, then they can use it to get rid of the wall of force. The BBEG's escape will be sufficiently delayed that the party might gather into a more advantageous position. They are still stuck inside a wall of force, which is not a good place to be, and they may have taken damage from one round of sickening radiance if they failed their Constitution save. If the BBEG is hit by this combo, they can cast dispel magic on sickening radiance. Note that if Readying a spell is involved, counterspell must be used when the spell is Readied, because that is when casting takes place. Thus counterspell rewards the players for good teamwork while preventing them from trivialising the encounter. If the party did not coordinate their actions, they may have allowed the BBEG a turn between the two casters such that the BBEG could counter both spells. There is the choice of countering wall of force or sickening radiance. However, the BBEG only gets one reaction, so they can only counter one spell. Since the player characters are readying an action to cast a spell, it should be obvious to any BBEG worth their salt that they are about to enact some nasty combo and that they should stop that. If the players are within 60 feet of the BBEG when they enact this plan, the BBEG will want to cast counterspell. If the BBEG is not a spellcaster and does not have magic items which can cast some of these spells on their behalf, their options are sorely limited. These options require the BBEG to use up spell slots (potentially high level spell slots), and many of them will require the BBEG to be exposed to the combo for at least one round. There are many spells available to spellcasters to either stop or suppress the spells in this combo. So a BBEG having disintegrate is one option for what I can do, but giving the BBEG a teleport as an action (or legendary action) is not. I classify "rewarding the two spellcasters' ingenuity" as at least forcing the BBEG to spend a limited resource to deal with the problem. What actions can I, as a DM, take to make a fight with a BBEG not as trivial, while still rewarding the two spellcasters' ingenuity? WoF gets cast on the BBEG as a sphere, trapping the BBEG within the wall of force for 10 minutes while they get exhausted to death. SR caster's turn comes, and they cast SR, centered on the BBEG. The combo works like this: wall of force (WoF) caster readies their action, with the trigger "cast WoF on the BBEG when my friend casts sickening radiance (SR)". Sickening radiance is a spell that creates a persistent area of effect for 10 minutes that deals radiant damage and gives exhaustion on failed saves. This combo is particularly lethal because of the levels of exhaustion the spell gives, but could work even with other persistent damage spells. 164), cast just before a wall of force (through a readied action or something similar) can trap and kill many solo Big Bad Evil Guys (BBEGs), with just two casters. I'm going to make an effort to make the scenario I'm asking about more specific to keep my question open. This question has already been asked in general form here, but was closed as too broad: "How to deal with broken combos?".
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